Skip all moves during the Non-PV (zero-window) search which will be
searched as PV moves later anyways. We also wake sure the moves will
be reported to the GUI despite they're not being searched — some GUIs
may get confused otherwise, and it would unnecessarily complicate the
code.
Tested with MultiPV=4
STC
http://tests.stockfishchess.org/tests/view/
5ce7137c0ebc5925cf070d69
LLR: 2.95 (-2.94,2.94) [0.50,4.50]
Total: 8233 W: 3708 L: 3424 D: 1101
LTC
http://tests.stockfishchess.org/tests/view/
5ce798d60ebc5925cf071d17
LLR: 2.95 (-2.94,2.94) [0.00,3.50]
Total: 7369 W: 3197 L: 2911 D: 1261
Closes https://github.com/official-stockfish/Stockfish/pull/2163
No functional change. (in single PV mode)
bestValue = delta = alpha = -VALUE_INFINITE;
beta = VALUE_INFINITE;
- size_t multiPV = Options["MultiPV"];
+ multiPV = Options["MultiPV"];
Skill skill(Options["Skill Level"]);
// When playing with strength handicap enable MultiPV search that we will
sync_cout << "info depth " << depth / ONE_PLY
<< " currmove " << UCI::move(move, pos.is_chess960())
<< " currmovenumber " << moveCount + thisThread->pvIdx << sync_endl;
+
+ // In MultiPV mode also skip moves which will be searched later as PV moves
+ if (rootNode && std::count(thisThread->rootMoves.begin() + thisThread->pvIdx + 1,
+ thisThread->rootMoves.begin() + thisThread->multiPV, move))
+ continue;
+
if (PvNode)
(ss+1)->pv = nullptr;
Pawns::Table pawnsTable;
Material::Table materialTable;
- size_t pvIdx, pvLast, shuffleExts;
+ size_t pvIdx, multiPV, pvLast, shuffleExts;
int selDepth, nmpMinPly;
Color nmpColor;
std::atomic<uint64_t> nodes, tbHits, bestMoveChanges;